The build time comes from the build ability like you just told us. If you want it to take 15 seconds to build then change the time in the build ability.
If not you could do this...
Buildpylonin15.Events-------Anepicawesomeevent.LocalVariablesceatedUnit=NoUnit<Unit>ConditionsActionsUnit-Create1Pylonforplayer(Pickedplayer)atPoint001usingdefaultfacing(UnderConstruction)Variable-SetceatedUnit=(Lastcreatedunit)General-Wait15.0GameTimesecondsUnit-ReplaceceatedUnitwithaPylonusingNewUnits's Max vitals
Those are doodads edited in a 3d program to add in the units, I believe, other wise the author just ahd the units play an animation with triggers and then froze the units.
I'll work on a tutorial showing how to make units into doodads tomorrow, I would right now if I wasn't going to bed soon.
This should have been posted in tutorial requests but didn't need to be posted at all in the first place as I know for a fact there are tutorials teaching all of these things.
And you rotate a doodad the same way you rotate anything else, select it, and hold control + right click to turn it
There are some tutorials on here how it can be done, you can't do cliffs, I think, or hasn't been touched yet, but there is a specific way you have to do it with a custom footprint and stuff, just do a search for it.
0
@zenx1: Go
There is a tutorial on here somewhere teaching how to do it with the data editor, ill search it for you.
EDIT:
Here it is: http://forums.sc2mapster.com/development/tutorials/2922-data-tank-driver-simple-attach-unit/
0
Im not really too sure what will happen if you have 2 abilities building the same unit.
0
@zoragorn: Go
Lol I'll post a screen shot of where you change the layout, personally I like the tree/list view instead of tabs.
0
The build time comes from the build ability like you just told us. If you want it to take 15 seconds to build then change the time in the build ability.
If not you could do this...
0
@zoragorn: Go
They didnt change that bud, that is how it was all the way through beta, you can choose what layout to use.
0
You could just get the 10 day trial.
0
@TGRaiden: Go
I'll send you a PM with a link to it when I make it.
0
Those are doodads edited in a 3d program to add in the units, I believe, other wise the author just ahd the units play an animation with triggers and then froze the units.
I'll work on a tutorial showing how to make units into doodads tomorrow, I would right now if I wasn't going to bed soon.
0
This should have been posted in tutorial requests but didn't need to be posted at all in the first place as I know for a fact there are tutorials teaching all of these things.
And you rotate a doodad the same way you rotate anything else, select it, and hold control + right click to turn it
0
@HatsuneMikuMegurine: Go
The best you can do is different heights and waterfalls.
0
File -> Dependencies -> Remove Liberty Multi(Mod) -> Add Standard -> Select Liberty (Campaign) & Liberty Story (Campaign)
You have to remove multi mod or you will have conflict issues in the data editor
0
That trigger should work perfectly fine. Do you have any other triggers that fire when a unit dies? If so please post them.
0
@Terhonator: Go
Nice tutorial, I went ahead and added it to the tutorial listing :]
0
Yeah that would be nice to have that unit.
0
@Skittles17: Go
There are some tutorials on here how it can be done, you can't do cliffs, I think, or hasn't been touched yet, but there is a specific way you have to do it with a custom footprint and stuff, just do a search for it.